Game Development: My Kind of Patch

Announcements about major changes in Haven & Hearth.

Re: Game Development: My Kind of Patch

Postby NOOBY93 » Wed May 04, 2016 7:52 am

Umm if you want diversity in looks while not implementing shit mechanics just make it so you can combine 2 items to use the stats of the first item and the looks of the second item haha. I mean we already have cosmetic hats that hide the helmet so why not take it a step further instead of going full Salem.

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Re: Game Development: My Kind of Patch

Postby Glorthan » Wed May 04, 2016 8:22 am

sabinati wrote:it adds value to a bunch of stuff that was low value
I disagree. The stuff that was low value is still shit. It's just there's nothing "good" now. I guess having everything roughly the same could seen as an advantage, but I don't see it that way.

sabinati wrote:it adds flexibility and variety of gear
Flexibility: arguably good, and it's certainly there. There is comfort in having a set of clothes you can use for most of your crafting, if you aren't too diversified, and you can combine items in a way that benefits you specifically. In other ways it's more rigid though: under the old system I could mix and match gear to give the best bonus for the task, whereas under the new it's a lot harder to be efficient with crafting gear. For example, I need surv and int for bone saws, surv and dex for arrows, surv and perc for roasting meat. And the stats I need combined with other skills for other recipes, like perc for cooking, hunting, etc. The old system permitted me to mix and match gear as I pleased for the best outcome, whereas the new forces you to either use a suboptimal outcome or grind until you eventually create super items capable of adding an array of stats.

Variety of gear I disagree with completely, you only need a very small subset of gear types compared to what you needed before.

sabinati wrote:there are bonuses that didn't exist before or only existed for a single item
Expanding the clothing section would have achieved this. I think it would have been more meaningful that way, personally.

sabinati wrote:you can have more total bonuses
I don't see large amounts of bonuses in most stats simultaneously as a good thing, personally.
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Re: Game Development: My Kind of Patch

Postby Fallencido » Wed May 04, 2016 8:30 am

as i spend more and more resources... i'm just figuring out that my gears will be nerfed so hard that all my resources will be wasted for nothing again...
idk how u guys are going... but
waste.png


i dont know if i just wait for the next week and stop crafting those gilds...
maybe adding more clothes and make itens like nettlegear doesnt accept STR idk...
but i really hope not being wasting resources :/
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Re: Game Development: My Kind of Patch

Postby Undefined » Wed May 04, 2016 8:37 am

Right, I've had some time to process stuff and read all 28 pages.
My gut reaction is that I don't like it, my completely justified more reasoned reaction is that it could be great, but that once again the timing is horrible. Overnight pieces of equipment that people no doubt rely on for their day to day gaming have turned into empty bonuses-less clothing.
At this point in the world people are already starting to feel the bite of grinding and daily monotony, suddenly dropping a change like this on them is the kick they need to repeat that process we all know will hit us at some point and walk away (Doubtless until the next world) and with absolutely no scaremongering intended, plenty will.

I think this system is interesting, my biggest major concern is that RNG reliance is going to come back to haunt us again, don't ever discount how dedicated people can be in this game, if something has a 1% chance then someone will do it 1000 times if it comes to it in order to make it happen and get that advantage.
Is there a hard cap on number of gilding slots that can be opened?

To sum up a few other issues I have:
What's the point in the druid cloak's hood now?
Merchant robes extra inventory makes it the supreme robe obviously.
Bear capes and other items that take up 2 slots, eventually no-one will wear them. You can say it's easier to add specific gildings, doesn't matter, RNG isn't a barrier just a dumb hurdle.
Gilding choice is limited and should have been drastically bigger, I shouldn't have to craft a silk based gilding to get a specific stat, nor should I require a gold based one for a different stat, sure there could be higher quality ones, but it's walling off certain stat bonuses, why is one stat/skill better than another?

I feel like this idea should have at least been discussed before implementation, I think there are far better approaches to take to reach the end goal of improving equipment variety and making useless items more useful.
Last edited by Undefined on Wed May 04, 2016 8:46 am, edited 1 time in total.
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Re: Game Development: My Kind of Patch

Postby Redlaw » Wed May 04, 2016 8:39 am

I just made a whole outfit set up, that adds +58 to my carpentry, and that is only just half of what I have.... guess that is crappy eh?
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Re: Game Development: My Kind of Patch

Postby EnderWiggin » Wed May 04, 2016 8:40 am

Jorb, seems you forgot to mention that stat bonuses from items cannot exceed your stat. If you have 5 base survival, then no matter how many bonuses to survival you gild onto your items, your survival can't be raised beyond 10.
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Re: Game Development: My Kind of Patch

Postby stya » Wed May 04, 2016 8:47 am

Undefined wrote:Right, I've had some time to process stuff and read all 28 pages.
My gut reaction is that I don't like it, my completely justified more reasoned reaction is that it could be great, but that once again the timing is horrible. Overnight pieces of equipment that people no doubt rely on for their day to day gaming have turned into empty bonuses-less clothing.
At this point in the world people are already starting to feel the bite of grinding and daily monotony, suddenly dropping a change like this on them is the kick they need to repeat that process we all know will hit us at some point and walk away (Doubtless until the next world) and with absolutely no scaremongering intended, plenty will.

I think this system is interesting, my biggest major concern is that RNG reliance is going to come back to haunt us again, don't ever discount how dedicated people can be in this game, if something has a 1% chance then someone will do it 1000 times if it comes to it in order to make it happen and get that advantage.
Is there a hard cap on number of gilding slots that can be opened?

To sum up a few other issues I have:
What's the point in the druid cloak's hood now?
Merchant robes extra inventory makes it the supreme robe obviously.
Bear capes and other items that take up 2 slots, eventually no-one will wear them. You can say it's easier to add specific gildings, doesn't matter, RNG isn't a barrier just a dumb hurdle.
Gilding choice is limited and should have been drastically bigger, I shouldn't have to craft a silk based gilding to get a specific stat, nor should I require a gold based one for a different stat, sure there could be higher quality ones, but it's walling off certain stat bonuses, why is one stat/skill better than another?


I logged in started farming, went to see the page read it and went like FUCK FUCK FUCK MY CARROTS. ~10-15% of the field wasted. I hope people won't waste whole fields :roll:
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Re: Game Development: My Kind of Patch

Postby Redlaw » Wed May 04, 2016 8:49 am

Also so you all know a druids cloak when its hood is up, doubles your stealth skill, so your 30 becomes 60 no fuss... while not like it was in the past... thats still not bad... be cool if jorb/loftar added more items that just doubles some scare with the hood up... maby sime two slotted items?
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Re: Game Development: My Kind of Patch

Postby Fostik » Wed May 04, 2016 8:52 am

Negative. While you have many cool ideas, you intend a salem shit.
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Re: Game Development: My Kind of Patch

Postby Redlaw » Wed May 04, 2016 8:59 am

This is when i say, take a moment and breath. Think of what can be done, vs what was just done?
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